#archived-urp

1 messages · Page 18 of 1

hearty tundra
#

Cause some of its faces will be overlapping and you'll get some odd artifacts where the further away triangle will show up instead of the closer one. Cause you turned off depth testing.

#

To properly hack this, you'd have to add a second render objects with ZTest set to LEqual.

dry willow
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Could do a prior depth-only pass, with vertex shader that adjusts z to far plane or write to SV_Depth, to reset the depth buffer. Then render normally
(this forum post shows the technique)

hearty tundra
#

Yeah. But just binding a separate depth target is simpler and requires to render only once.

dry willow
#

Agreed, but requires coding knowledge and not helpful the APIs keep changing

iron compass
hearty tundra
#

I just never upgrade my projects 😆

hearty tundra
brisk radish
#

I think writing a custom render feature is too complicated for me. So, I wonder if anyone knows which would be more performant:

  1. Second overlay camera that only renders the "always on top" layer
  2. Render Objects Renderer Feature (documentation)
haughty garnet
#

unless you do want that scene lighting then it's probably easier to use render objects

compact sedge
#

i need a hand for my unity shader the shader is pink for some reason even though the color on the shadegraph isnt

compact sedge
#

fixed

brisk radish
#

In Unity 6, they mention URP has gotten performance improvements. Has anyone benchmarked prior version vs Unity 6 to see the performance differences?

kind swallow
#

Not sure if this is the right place to ask but I'll try here first. I've added the ability to change the render scale during run-time to make my game look more pixelated and I've noticed that Render textures (Portals rendering what a camera is viewing) that would normally be rendering at the same resolution as the game appear blurry. If I'm using a shaderpack, there's some colour difference as well. Strangely, this issue doesn't occur in the original portal source code so I suspect it might be something I changed.

I've tried changing adjusting the aniso levels, Filter, Dynamic Scaling, mip maps and Post Processing on the portal cameras and the render textures still appear blurry.
I've provided 4 screenshots to better visualise what's going on. In that screenshot, I changed the materials to standard URP Lit to be sure and it still occurs. The Roof and Floor are where it's most obvious.
What settings would normally cause the blurriness? I'm using Unity 2022.

cosmic marsh
# brisk radish In [Unity 6](https://unity.com/blog/engine-platform/unity-6-preview-release), th...

I’ve seen many posts and videos showcasing the Unity 6 GPU resident drawer. A quick google search should reveal much. Here is one such link : https://www.youtube.com/watch?v=4Nep73ipIJQ . I don’t have a link handy, but have seen similar videos showcasing the benefits of the new occlusion culling available too. Seems like good performance gains all around for 3D games.

Although we officially support only LTS version with our asset packs... The temptation was too strong. The resulting speed up of GPU Resident Drawer is really great!

🌳 Key Highlights of the asset pack:

  • Over 800 High-Quality 3D Models: Transform your game world with everything from whimsical mushrooms to majestic oaks.
  • Versatile Terrain & P...
▶ Play video
cloud night
#

Hi, for some reason when I paint the terrain with any texture above the 4th layer, it looks fine with no lighting, but when lighting is activated weird artifacts appear, does someone how to fix this?

marble wing
#

Is URP valid for Mobile devices if used properly with the right optimizations?

stoic cradle
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Hi, I've changed my camera pixelRect to a smaller size, And I want to re-scale it on a later pass, but I dont find the way to tell Unity "This is the new color & depth texture for the camera", What is the way to tell Unity on a pass that this is the outcome?

rich sierra
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How do I make sure Graphics.RenderMesh() renders always on top (and only once per frame, as I am calling it in an editor script which might get called several times a frame)?

teal locust
#

input system

full torrent
#

making these transparent roads, but a thin line like this always remains. alpha clipping fucks with the texture too much and idk what to do. I import the texture to photoshop and move the eraser in that area with the line, but nothings removed

soft lion
trim scroll
# kind swallow Not sure if this is the right place to ask but I'll try here first. I've added t...

This images you sent seem to be working properly. If you’re pixelating, I assume what it’s doing in the background is downsampling the color buffer with no blending. This means the amount of pixelation is the same no matter how far away the geometry is which is what it looks like is happening in your scene.

If you want the distant features to not be as blurry you can try to add some logic that the amount of blurring/influence of the unpixelated undownsampled value is influenced by the depth of the scene

kind swallow
swift verge
#

Is it possible to re-bind the main light shadow map (ideally without copying it entirely)?

I want to sample the raw depth from it, but certain platforms differentiate between textures bound with a comparison sampler and with a normal sampler.

elfin escarp
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On the left is the asset URP Stylized Water, which is a shader graph, the avatar skin is also a shader graph, and the gray on the right is a Lit material. Due to my setup, I've got an little bit of an antiliasing issue, which you can see around the hand over the water, and the edge of the gray ground and water. I have the Decal Rendering Feature (for blob shadows) with "Use Rendering Layers" checked (so my character doesn't show shadow). If I disable either, then the antialiasing issue goes, but then I don't have my feature. I don't have Depth Texture checked, but I did try that and it made no difference. Boat Attack water does not have this issue, but it's not a shader graph and not nearly as performant. I tried fiddling with the other settings but to no avail. Anyone have thoughts as to how to fix?

soft lion
quick oak
#

Hi,
i want to import a material into unity using URP. There is a alpha texture and a displacement texture which i cant assign to any available material input which make it look weird. Does anyone know how to handle these two maps? I thought of using a different shader, currently it is URP/Lit

marble vigil
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Afaik displacement is mostly meant for when you're authoring assets, not that much for in-engine materials

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Because in game assets are too low poly for displacement to make a difference, or a positive one at any rate, so you'd rather bake details like those before exporting

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It's useful for tessellation but tessellation is not a very popular effect

quick oak
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Hmm i see thx. I got the material from a 3rd party addon for blender and hoped there is an easy Export-Import way. But of course not FeelsSadCat

marble vigil
stoic cradle
#
using (var builder = renderGraph.AddRasterRenderPass<object>("TTexture copy to Camera.color", out var _, profilingSampler))
{
    builder.UseTexture(temporalTexture, AccessFlags.Read);
    builder.SetRenderAttachment(target, 0, AccessFlags.Write);

    builder.SetRenderFunc((object _, RasterGraphContext rgContext) =>
    {
        Blitter.BlitTexture(rgContext.cmd, temporalTexture, new Vector4(1, 1, 0, 0), 0, false);
    });
}

Does any one knows why the AddRasterRenderPass and examples have an object to "Pass Data"? I dont see any difference with using context variables

distant pelican
#

--
Does anyone have any idea on why this simple fog RendererFeature script breaks all transparency in the scene and constantly throws

Unity OPENGL NATIVE PLUG-IN ERROR: GL_INVALID_OPERATION: Operation illegal in current state

On standalone Android ?
( knowing everything functions as expected in the editor )

https://pastebin.com/ZpKLDicK

||Been wasting tens of hours on this, any help would literally mean the world right now ..||

elfin escarp
elfin escarp
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This is running on Quest 2, and switching to post processing AA causes the frame rate to drop more than having MSAA.

soft lion
wise minnow
#

Hello,I added volume n bloom so an gameobject can glow, but its applying to the skybox sun too. How would I go about removing bloom from skybox and only have the gameobject glow. The 2 camera method didnt work

soft lion
wise minnow
soft lion
#

I can try to do it myself so I can explain if I succeed

wise minnow
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okay, id highly appreciate it

soft lion
# wise minnow okay, id highly appreciate it

Weirdly enough you seem to be right on that, I can't find an easy way to do that. The problem is that once you render the scene with the post processing, it doesn't seem to be possible to render the skybox behind it. With custom shaders it might be possible but unity doesn't seem to offer much help with that. Is this really required though? Wouldn't sun having bloom around it make sense though?

wise minnow
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yea but Im trying to turn it up on a single object

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like a lot and its making the game impossible to see due to the sun of the skybox

soft lion
wise minnow
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bottom left is object

soft lion
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the arrows?

wise minnow
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yea

soft lion
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if that's the only object you really need bloom on, you could either fake it (with larger sprite with the bloom baked into it for example) or increase the intensity of those arrows enough so that it exceeds the suns intensity and increase the threshold so that the sun doesn't get affected

marble vigil
soft lion
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figured so

wise minnow
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i dont think I have that option in my unity version

marble vigil
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Even if it was I wouldn't be able to tell how to get that feature working

fossil arrow
soft lion
nocturne bramble
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heyo! I recently upgraded an asset which I created to unity 6 preview (6000.0.18f1) and I am seeing these shadows, in the older version of unity it was looking ok. to get the similar result like the 2022 lts I have to change the Environment Lighting Source to color instead of skybox. have anyone else seen these issues? as unity6 is still in preview this can be a bug?

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this is what it should look like (this is how it was looking in the 2022.3.27f1 lts release), to get this result I have changed the Environment Lighting Source to color instead of skybox

marble vigil
nocturne bramble
marble vigil
nocturne bramble
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yeah thanks for helping me, it worked perfectly and it didn't took hours on my i3

pure zinc
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Hello, as you can see, I added a separate camera to make sure that only objects with a specific layer have the glow effect, and I assigned that layer only to the HUD you see above. However, despite this, the entire scene is glowing. I double-checked, and all objects are on the default layer except for the HUD on the canvas. Yet, everything seems to be using the glow effect. What should I do?

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if you want i can sent much more detail

marble vigil
pure zinc
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soo what should i do there is any way to do this

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i only wanted to use the glow effect only spesific layers

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i reseacred on internet but there is nothing about that i just found this camera method but also not working

marble vigil
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You can exclude the HUD or other overlay cameras from post processing

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But not practically the other way around

pure zinc
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thats why i said is there any other way to do (just make the HUD glow it doesnt matter how i just want to be HUD glowing 🙂 )

marble vigil
lost basalt
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I am losing my mind

#
        {

            builder.AllowPassCulling(false);
            UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();

            UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
            UniversalRenderingData renderingData = frameData.Get<UniversalRenderingData>();
            UniversalLightData lightData = frameData.Get<UniversalLightData>();

            var filterSettings = new FilteringSettings();
            var drawSettings = RenderingUtils.CreateDrawingSettings(new ShaderTagId("Voxelize"), renderingData, cameraData, lightData, SortingCriteria.CommonOpaque);
            var rendererListParams = new RendererListParams(renderingData.cullResults, drawSettings, filterSettings);

            passData.rendererList = renderGraph.CreateRendererList(in rendererListParams);
            
            builder.UseRendererList(passData.rendererList);

            passData.targetBuffer = resourceData.activeColorTexture;
            builder.SetRenderAttachment(passData.targetBuffer, 0);

            var desc = new RenderTextureDescriptor(128, 128, RenderTextureFormat.ARGBHalf, 0, 0);
            desc.dimension = TextureDimension.Tex3D;
            desc.enableRandomWrite = true;

            passData.voxelBuffer = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, "Voxel Buffer", true);
            builder.SetRandomAccessAttachment(passData.voxelBuffer, 1, AccessFlags.ReadWrite);

            if (passData.rendererList.IsValid()) builder.SetRenderFunc((PassData data, RasterGraphContext context) => ExecutePass(data, context)); ;
        }```
#

why does this

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(raster render pass)

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throw InvalidOperationException: Trying to use a texture (Voxel Buffer) that was already released or not yet created. Make sure you declare it for reading in your pass or you don't read it before it's been written to at least once. UnityEngine.Rendering.RenderGraphModule.RenderGraphResourceRegistry.Check

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I don't get it, I am creating the texture with CreateRenderGraphTexture

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Then I'm doing the SetRandomAccessAttachment

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What am I missing? Is this just bugged and is impossible to do SetRandomAccessAttachment?

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I tried it with UseTexture too

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Just in case

lost basalt
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Well it seems like it works with a RenderGraph.ImportTexture type of RenderTexture

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I guess this is a bug then

signal fractal
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Does anyone have any idea why the normal vectors might be displayed when using a spectator camera? It's only visible on the screen, not in the VR Headset.

stoic cradle
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I've been a week trying to digest how this RenderGraph passes work, there is not enough clear documentation, it is really cool to do this thing, but there are so many classes and structures leftover that is a mess, there are like three or more texture hanlders types

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And the explanations on the documentation could be improved by using less overhead of classes, for example Unity provides an object that is passed through from the moment the graph is created, to the renderer function that is executed in the moment the pass is made, but there is no real need to use this Data object, using contextual handlers would be much appreciated to know that there is no magic happening with this object passed

marble vigil
# pure zinc ohh okey thank you

A workaround might be to render the whole UI onto a rendertexture and use it as an additive material
But it does limit the style of UI you can have

pure zinc
livid violet
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Hey, had a question about RenderGraph in Unity 6. I'm trying to write a base class for creating any number of render passes, where each feeds their final output texture to the next pass. I have the first pass working, it just blits a texture with a material. what I'm trying to figure out is how in subsequent passes I can read the previous pass texture. I know I can use ContextContainer.Get<T> . more info in docs here but that depends on a type and doesn't support duplicate instances (which I need to support). I could generate a bunch of global textures with unique names, but I'd like to avoid that for performance reasons. I've tried to use frame data, but none of it seems to contain data about the previous pass, I suppose because it's been cleared?

lost basalt
lost basalt
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just make sure to call the UseTexture if needed so the render graph doesn't whine about it

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or even better you could in your data object set the said list

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or is that not allowed? multiple passes using the same data type?

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and same data object

marble vigil
livid violet
urban sleet
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My build size is being largely bloated by URP and I don't need a vast majority of its assets

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is there a way I can better manage them or is that just how the package is?

marble vigil
urban sleet
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it's a mixture of URP, test framework and input system

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but a lot is URP

iron compass
winged valve
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Is there a way to tell URP to not render anything on its own? I'm making a custom render feature which renders only specific objects in the game world with a specific shader pass, however URP wants to render 2D lights and other stuff which I have no need for that specific camera.

willow sable
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Hey, I just added urp to my project. I changed all the materials to lit, changed urp assets in the settings etc etc

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and yet for some reason my scene is still visible even without lights

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(2D)

sinful gorge
sinful gorge
winged valve
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Thanks for answering, I guess thats what I have to do but its a bit weird that theres not a way to control the render process better than that

iron compass
winged valve
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Hm makes sense, however having to make an entire render pipeline just to toggle off a few features within the pipeline seems quite overkill

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But since its not available I'm going to assume its just not easily doable without modifying the pipeline by a magnitude

onyx lance
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I have a shader (shader graph) that adds a bit of warping to the scene. It works perfectly fine, but when I swap to Android platform, the shader just becomes grey. Any advice?

marble vigil
willow sable
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I use sprite lit everywhere

marble vigil
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Lit sprites are full bright until 2D lights are added into the scene, once there's at least one light the sprites can show darkness

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2D renderer has no "ambient" light, a global light 2D is the closest equivalent

willow sable
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okay, i tried adding global light and it didnt work. Adding and removing spot light solved it

sinful gorge
wicked siren
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Ive copied over a shader i was using in unity 3d to 2d and now it doesnt wanna work and i think its something to do with my URP cause whenever i assign the shader material to the full screen pass renderer feature the whole screen goes black and i dont know why

strange pier
#

In case someone else discovers this message in the future with similar issues:

I was able to solve my problem by changing the default graphics API for Windows from DX11 to Vulkan.

After the switch, players who were getting consistent GPU driver crashes in builds after playing for 10-30 minutes have reported no issues.

I still have absolutely no idea what the problem was... so it's a bit of an uneasy feeling, but I'll gladly take the workaround as a win. 😅

Helpful tags for future comment searchers:

DX11 error, build only crash, Nvidia GPU driver issue, VRAM memory bug

urban sleet
vivid harness
#

Are aovs or render passes possible in urp for compsoiting cineamtics?

uneven path
#

Hey I'm pretty new to renderer stuff, how do you use front and back face culling? Trying to do the thing in the image but I'm just kinda fumbling around with documentation and no real knowledge.

haughty garnet
cloud night
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Hi, does someone know how to fix "Failed to Compile/Universal Render Pipeline/Lit"? Lit does not appear in Shader > Universal Render Pipeline. I'm also getting pink materials on those materials that use Universal Render Pipeline/Lit.

little wharf
cloud night
little wharf
cloud night
little wharf
# cloud night How?

I am actually not free today. Thats kinda a big thing to write can you dm me?

cloud night
little wharf
soft quest
#

hi, everyone. Nice to meet you, can you help me?

little wharf
# cloud night How?
  1. Cut the lit shader from your project and then past it back.
    If this doesnt work then:

  2. Set your shader varient to 500 or some in project settings and player settings then import the production ready shader from shader graph in package manager (samples). Then navigate to lit shader graph. Thats the shader youll use. Or you can also change that in to shader code.

little wharf
soft quest
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thank you for your replay.

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now I am going to implement the environment in unity 3D.

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when I place the trees, the tree's color is gray, not green.

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I want you to help me this problem.

little wharf
soft quest
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nope, I'll send you screen.

little wharf
soft quest
little wharf
#

change those materials properties

soft quest
#

Could you explain how I can solve this problem?

little wharf
soft quest
#

sorry, see you later. I have to go, and come back after 1 hour.

noble moat
#

If anyone knows off the top, does URP use Per Pixel at this point, or Per Vertex? I assume per pixel

"while currently the LWRP, URP, and Shader Graph shaders all use per vertex, the HDRP’s built-in shaders use per pixel. In a future update to Shader Graph (7.2.0) it should be switching to per pixel, and URP’s built-in shaders sometime after that" this is from an older article

noble moat
cloud night
half storm
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In a custom render pass, can I somehow replace the material of objects in the opaque queue with a transparent material?

I redraw the objects of a certain layer when they're occluded. I want it to be a blend of the color of the occluding object and black. I want to ditch the opaque texture if I can, so the idea was to give it a dark-semi transparent material

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Currently it seems that attempting to give a transparent material override to a render pass in the opaque queue will render the objects as unlit white

noble moat
oblique briar
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Do you suggest doing an additional material pass to render a decal of blood on a skineed mesh for a monster?

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I mean, additional material on the same surface

lost basalt
#

theres no reason why you couldn't just render them beforetransparents or aftertransparents

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however

lost basalt
#

you want to draw objects that are occluded

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well

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good luck with that, because afaik you can't query something like that from the culling api

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reverse culling that is

rare fossil
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How do I go from Universal RP 14 to 16? When I look in the Package Manager there is no option to change versions

dry willow
maiden depot
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Is there a way to make decals work with transparent objects?

iron compass
maiden depot
iron compass
maiden depot
rare fossil
nova parrot
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Does anyone know how to order custom render passes in URP? There only an enum for "RenderPassEvent.AfterRenderingGbuffer" but it doesn't guarente exactly in whate order those run...

dry willow
nova parrot
rare fossil
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Whats the best way to apply a shader to a Canvas?

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I'm trying to apply a shader to the entire UI.

marble vigil
rare fossil
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Just experimenting right now but for example a CRT shader on the entire UI.

marble vigil
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Unity 6 has Canvas graphs for Shader Graph
Sometimes you might prefer to render the UI to a render texture and apply a shader to that and render that on screen

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CRT shaders are usually fully full-screen, but it's possible to make them affect only the UI with the above technique

rare fossil
#

I'm still new to Unity, coming from Unreal so please excuse my lack of knowledge but:

#

I would need to

  • Create a new camera
  • Capture the UI to RenderTexture
  • Apply the shader to the RenderTexture
  • Have the new camera render that RenderTexture?
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so I would need two cameras in all my scenes? (one for the game, one for the UI)

marble vigil
# rare fossil I would need to - Create a new camera - Capture the UI to RenderTexture - Apply ...

After step 3 you could display the RT texture as a full screen UI image on camera 1, or overlay it as a custom post process effect
Alternatively after step 2 could just place it on a quad in front of the camera that has a material with a CRT shader
Alternatively still, after step 2 you could look into "full screen blit" feature (or in Unity 6 the render graph API) for applying the shader and rendering the image

rare fossil
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man I'm amazed it's this complicated to simply apply a shader to the UI as a whole.

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It's like 2 clicks in literally every other engine

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This is kind of enough to simply abandon the effect altogether

marble vigil
rare fossil
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yup not worth it, atleast for my current project. Well thanks for the help!

maiden depot
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Is there a way to make shader that ignores fog? I know that it is possible in built-in, but what about URP? A great addition would be if this is possible with shadergraph :3

twilit acorn
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Try it and see for yourself.🤷‍♂️

marble vigil
#

Assuming you're using Lit since you need it disabled
Unlit doesn't implement any fog

maiden depot
#

yeah, just what I need 👍

fickle ravine
#

i was following a brackeys tutorial to get the basics for URP but my sprites ar all bloby now

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i got an error saying "Sprite Tiling might not appear correctly because the Sprite used is not generated with Full Rect. To fix this, change the Mesh Type in the Sprite's import setting to Full Rect
UnityEditor.EditorGUI/PopupCallbackInfo:SetEnumValueDelegate (object,string[],int)" but when i did that, the texture was the same except it was surrounded by a black box

marble vigil
nocturne yarrow
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Could someone help with this strange error I've been dealing with for awhile?

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The missing feature is ambient occlusion

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and pressing the attempt fix button displays this message in the console:

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thanks!

marble vigil
nocturne yarrow
marble vigil
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Because they might get corrupted in some weird way

nocturne yarrow
nocturne yarrow
oblique briar
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Why every time I update Unity I need to recompile 13,000 shader variants in URP for several hours? This is unbearable

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In addition I can't really use the PC while Unity takes 100% of my CPU

nocturne yarrow
digital wharf
radiant night
#

Hey! Does someone know if unity is using cluster or tile deffered rendering ?

cyan swallow
#

Hi all, I can't seem to find an answer on the forums for this: Is there a way to create a RenderTexture from an RTHandle, where I can have a color and specify a bit depth for a depth buffer?

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RTHandles can only be color or depth, but RenderTexture can be both. The reason I need to have a RenderTexture with a color and depth is because assigning a rendertexture output to a camera in URP will coerce the cameraTargetDescriptor to whatever depth the rendertexture has, so if I want to programmatically create a RenderTexture with support for render scale and reuse textures where appropriate (ie, RTHandle API) then I need the above

hearty tundra
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@cyan swallow you could drop setting the target texture and set custom separate render targets and render objects you need from a custom renderer feature.

queen cloak
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anyone using URP 17 have experience with passing texturehandles from one pass to another? I have a situation where

RenderPass A

  • Creates a ContextItem where I can pass a TextureHandle

RenderPass B

  • Attempts to retrieve's the frame ContextItem and sets a Read dependency onto the TextureHandle

The problem is that when RecordRenderGraph is executed, Pass B is initialized before Pass A. This makes it difficult to set the Read dependency onto the TextureHandle and RenderGraph will pretty much fail

queen cloak
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Worth noting that RenderPassA and RenderPassB live in 2 different files associated with the ScriptableRendererFeature

crystal forge
#

Hi, if you have additional cameras rendering into rendertextures for VFX etc., would you typically setup specific renderer pipeline assets for these to disable anything you don't need?

queen cloak
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like disable objects you don't want to be affected by the vfx?

crystal forge
# queen cloak wdym?

I mean general renderer settings. The camera has some settings of it's own, but also references the Renderer Asset, so presumably uses some of those values? (Quality settings, lighting, shadows). If you wanted to limit this for a rendertexture camera, I assume you might want a lower quality set renderer asset?

queen cloak
#

yea you can do that

crystal forge
#

is it the right way though?

queen cloak
#

i personally just do everything in 1 camera with renderer features

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it really depends on what you're trying to achieve with a separate camera

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since you're rendering to a render texture, in my head you can use a single camera, add the RenderObjectsPass and render it to the RenderTexture

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then use the RenderTexture in w/e fashion you need

crystal forge
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Yeah, but in that situation you're using that cameras setup too - position, orientation etc... I have some top-down orthographic cameras for rendering particles into a rendertexture for example.

queen cloak
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your render feature can override the camera's projection

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so you can render it from a diff pov

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and just restore it back when you're done

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not too familiar with using a separate camera approach atm, but your camera just default to a specific rendering asset

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so i dont think it's an incorrect way either if you need lower fidelity

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for an overhead ortho camera & render texture setup

crystal forge
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ok, thanks

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I remembered why I was asking now. I render a camera into a rendertexture, but I don't want it cleared each frame, so the effects accumulate. But the Renderer Asset had the Screen Space Ambient Occlusion render feature on it - and this was causing my RT to get cleared because this camera was using this asset. So I think I'll need one asset for the main game camera, and another for this RT camera that doesn't have have this SSAO render feature.

queen cloak
#

but kind of inverse, where Pass B needs Pass A's RenderTexture for read access, not write

cyan swallow
cyan swallow
queen cloak
#

same render pass events, AfterTransparents.
they're in separate renderer feature objects, so I can't rlly control when enqueued gets called

queen cloak
queen cloak
# cyan swallow This should be fine, what order are you enqueing them in? are they on different ...

well i can see the example in the link working, I'm still getting an issue where

  • RenderPass B: The Type <PassedContextData> has not been created yet.

  • RenderPass A: Is pretty much the RenderObjectsPass, the main difference is that it creates 2 resources for depth and color attachment to write to. The additional color attachment It's writing to is what needs to be passed to RenderPass B.

All in the same scriptable renderer feature with RenderPassEvents being AfterTransparents

  • RenderPass A enqueued first
  • RenderPassB enqueued second
#

ah nvm, think i got it, had to recreate my renderer asset. Looks like a lot of legacy stuff in my upgrade interefered

hearty tundra
prisma basin
#

Hi, I updated from 2021.3 to Unity 6, but now I'm getting these errors. I made sure I have the latest URP and Core packages but I'm still getting the same issues. Anyone ran into this or know how to fix it?

thick hinge
#

when working with the Renderer2D in URP and writing a RenderFeature is there a way to insert a few custom draw renderers calls at a certain point in the 2d sorting?

dark plover
#

Why is my camera doing this? Been trying all sorts of different things but can't figure out what is happening.
This happens when I turn on TAA, but if I turn it off, the edges of my hexagons are broken at some zoom angles / camera positions

#

This is with No Anti-aliasing, but MSAA turned on under Output

marble vigil
#

It's now scaled up to 110% which will cause distortions

dark plover
lucid lantern
#

When do we need to use commandBuffer.SetGlobalTexture and material.SetTexture? I know the first one will set it globally and the second one will set it local to that material. So my question is; can we use the global thing in any scenario or what are the drawbacks?

thick hinge
#

well do you want it to be global or per material

lucid lantern
# thick hinge well do you want it to be global or per material

Well what are the drawbacks of using global? Maybe let me give more context. I have a feature that contains 1 pass and in that pass’ Execute function, i am calling different shaders in order (2 CS and 4 FS). I am trying to understand if it is possible to use my pass for multiple instances(multiple cameras) without any problem? Recently i read that unity will execute different cameras in different passes. But still, do i need them to be global or per material? Or this should not be an issue for multiple instances?

ebon karma
dark plover
#

that's nice to know, but doesn't really help me fix my issue

obsidian basalt
lucid lantern
obsidian basalt
# lucid lantern You said: if you need to set different textures for each camera pass, cmd.SetGlo...

In SRP.Render, Shader.SetGlobalTexture runs immediately on main thread, cmd.SetGlobalTexture will be executed on render thread with other rendering command. So if you want to do something like 1.Set textureA, 2.Draw with a FS, 3.Set textureB, 4.Draw with a FS, you need cmd.SetGlobalTexture to submit the correct sequence for render thread. There is no alternative command to set the local texture of a material, with commandBuffer.

lucid lantern
obsidian basalt
cyan swallow
#

The only reliable way to do that pre-Unity 6/2023.3 is to either get these passes and set attachments via reflection, or configure the camera to output to a texture. But the texture output can cause errors if the render texture doesnt have a depth buffer (eg because it represents an underlying RTHandle)

#

or well, other way really - because it was created from the RTHandle API and then you've called handle.rt

hearty tundra
#

But if you've got a separate camera rendering to a render texture, you're invoking the whole render pipeline as well @cyan swallow

cyan swallow
#

aye, which is suboptimal

hearty tundra
#

If you want to just copy existing color and depth, what's stopping you from copying them from the camera descriptors from a pass that's injected right before post processing(or after if that's what you need)?

cyan swallow
#

basically its for pixelated camera rendering, I support both methods at the moment - redirection of the Opaque/transparent/skybox to a render texture ('virtual' subcamera) or an actual physics second camera. The reason for needing to support both is because even if you do virtual redirection, things like decals or other screenspace effects can have issues - so its a balance between compatibility when users need it, or raw performance

#

ehhh long story short, you don't want to copy existing color and depth - you actually need to render the scene using different camera view and projection matrices to properly capture sub-pixel motion without creep

#

so there's a lot of other stuff going on, but the very particular issue at the moment is about trying to get a RTHandle with a depth buffer so you don't trigger errors in URP

hearty tundra
#

You could drop the rthandle support and use rts directly then, the likelihood of a pixelated game enabling URP's builtin resolution scaling is zero.

#

There is a way to go in a reverse way, you can create rthandles from rts you create yourself. I think it's somewhere in the rthandle manager API.

cyan swallow
cyan swallow
#

people were more hesitant about moving to unity 6 when the runtime fee was there, but I expect more will migrate now

hearty tundra
#

It's gonna be raw and buggy for years just like every other Unity release 😆

cyan swallow
#

😛

#

renderPipelines.unify()

#

render graphs is a solid upgrade though, much as we grumbled about rewrite work its a good change

hearty tundra
#

I really doubt that making yet another pipeline is something other than long term wishful thinking for the next couple of years especially after the exodus of graphics devs from Unity.

cyan swallow
#

yes, telling that there were no concrete slides for it at unite

iron compass
cyan swallow
#

I guess the fear is of incompatibility between prev URP/HDRP and whatever comes next though

iron compass
#

the whole idea is that there is no incompatibility

#

its all about authoring once, deploy anywhere, and to do that (apparently) they aim to make all pipelines use the same units and shader model

cyan swallow
#

yes, but because they don't at the moment that means breaking all currently existing custom shaders and passes

iron compass
#

on top of that they can then still use the implementations of URP/HDRP they have now, but the parts you as the dev care about are unified

cyan swallow
#

to be clear, I do think its good for unity in the long run, I'm just worried about having to rewrite all shader passes again so soon after the rendergraph change

iron compass
#

and because shader graph is so limited, there will be shader graph 2

cyan swallow
#

yes, but shader graph still does not support custom passes

#

so you are not able to follow that constraint the second you need a custom pass

iron compass
#

U7 (or whatever its called) will have block shaders

cyan swallow
#

also, there's a difference between shaders (shadergraph) and the render pass code

#

yes, and block shaders will require recreating all custom effects/shaders again

#

(done outside of SG)

iron compass
#

you are free to continue using the old APIs

cyan swallow
iron compass
#

well, thats only a meaningful strength to large teams that can maintain that kind of thing

cyan swallow
iron compass
#

it was a very hollow feature in any practical sense

cyan swallow
#

there are a great number of assets that use it

#

and I think one of the strengths of unity has been in having an asset store to spread out some of the workload and allow some reuse of these things - obviously I have biases though 😄

iron compass
#

well, idk why you're complaining, the new system would simplify it for asset creators

#

if you've invested into solving unity's shortcomings and they are fixing them now, you can't really fault them

cyan swallow
#

in future, yes, but in the meantime I've had to rewrite my assets twice in past 18 months

iron compass
#

also this is still at least 2+ years in the future

cyan swallow
#

I know, to be clear I am not begruding them the change, unification will be good in the long term - but what I do begrudge is the head in the sand 'it will be painless' message that keeps being said. It wont be, it's going to suck hard for anyone who is using these features beyond more than just the superficial editor level atm

#

and of course, you go below the hood at your own risk, I know that

iron compass
#

i think no sane markeing person will go on stage and sell you on painful changes

cyan swallow
#

haha, very true

#

but it sucks literally finalising the rendergraph API changes this week to be told to do it all again in a short while

#

hopefully not too short as you say though!

iron compass
#

well, rapid changes also means you can sell more

#

(unless you are an altruistic seller that does generational updates for free)

hearty tundra
iron compass
cyan swallow
#

5 years, no upgrade cost

iron compass
#

these stylized graphics should ideally be possible, to a large extent, with the available, integrated pipelines

cyan swallow
hearty tundra
iron compass
cyan swallow
#

agreed, but for most indie games I think efficiency is over-egged and they will get by with a substandard solution if it lets them get the visual style they want

iron compass
cyan swallow
iron compass
#

i mean how much value does your project get from those custom things? is your project selling because of them or are they gratuitous?

cyan swallow
#

that's not for me to say, that's for the people using the asset store to decide

#

I gather unity does well off the asset store, so clearly it has some traffic or value for enough users

iron compass
hearty tundra
iron compass
cyan swallow
#

back to the original points, I do agree it's going to be better in the long run when there's more compatibility. And there's plenty of changes to be excited about. I'm just also expecting a bit more pain in the meantime

iron compass
wanton harness
#

Can anyone explain why URP cannot exclude camera velocity from the Motion Vectors for motion blur?

Is it possible to work around this? Like storing the camera's velocity myself then subtracting it later.

ivory ocean
#

Hi, is there any way to make only parts of my scene darker? I have the overworld and a dungeon in the same scene - the problem is I need to change the lighting depending on the environment you are in - but I cannot just disable the directional light, because my game utilized ingame cameras, so disabling the direcitonal light, would also influence the lighting on the overworld, which is not what I want

digital wharf
slate grail
#

Is there a way to only render some layer. I want the hidden render to not render behind the player object but others like walls

rich sierra
#

If I want a line renderer to have a 9-sliced material (so it behaves like a sprite) do I have to create my own shader in shader graph? So far none of the materials in the URP-category seem to do the job. They all tile the whole texture.

mighty cargo
#

Struggling on this but I'm trying to get better shadowing in my character's mouth cavity. Even when the mouth is fully closed I can't seem to get it fully shadowed.

I've set Shadow Resolution to 4k, lowered Max Distance to as low as 5m as well as messing with the Depth and Normal Bias. Is there anything else I can do?

#

I've also tried setting my mesh's shadow casting to Two Sided.

marble vigil
mighty cargo
stray scroll
#

is it ok to move the settings urp folder to a different folder in the unity project? (Instead of sitting at /assets).

#

it seems like all the editor settings reference it so it should be fine, unless anything is getting these using path...

marble vigil
queen cloak
#

hmm in a render graph architecture, how can I ensure that a renderer feature can be reused multiple times?

E.g if i have:

  • Renderer Feature A write to a TextureHandle
  • Renderer Feature B read from said TextureHandle
  • Renderer Featurer A1 - which is the same as A, write to the same TextureHandle, but must occur after Renderer Feature B?
InvalidOperationException: Trying to use a texture (_ColorTargetTextureHandle) that was already released or not yet created. Make sure you declare it for reading in your pass or you don't read it before it's been written to at least once.

I get this issue because _ColorTargetTextureHandle is released/not created which comes from Renderer Feature B.

#

If I remove Renderer Feature A1, everything works as normal 🤔

#

was hoping to reuse the same resource but if i have to create a new resource 🤔

hazy trail
#

I have an URP question... Why is my Unlit all white instead of textured properly?

#

I want to go 100% unlit and just static meshes, because I plan on having 500,000 space ships with collision not counting lasers... I've done this before with HDRP at 200,000

#

I want my URP as literal basic as possible for the fastest rendering possible... I've done 3 million non collision entities before, not optimized... I want to go as optimized as possible in URP

#

So unlit should be faster than lit... but I'd assume it'd have some sort of global illumination to get it at a solid texture... I've been trying to change from HDRP to URL since Aug 1, so it's been about 200 hours and 2 months work on this engine transfer from HDRP to URP... So I'm low key desperate for help to get the texture/coloration working on UNLIt. Thank you

hushed dirge
#

It's all white because it's unlit... the shading comes from the lighting

violet bison
#

nevermind, I can see you're using the default.

#

Using the same shader and just applying a texture to the material was all I needed to get this to work.
I can see your base map is empty in this image though. How are you planning to shade the ship?

#

@hazy trail Looking at your HDRP-screenshot on top I don't see anything in the base-map there either, so I don't really know what's shading your ship. It could be like redwyre said, and the normal-data is what's shading the ship.
Normals of course need light to do anything useful.

timber pagoda
#

Is there any way of changing the keybinds of the urp DebugManager without cloning the package? Having it be ctrl+backspace is the worst choice ever, lol

marble vigil
timber pagoda
marble vigil
timber pagoda
#

yeah, but habits are hard to break, lol

lucid lantern
hazy trail
hushed dirge
#

you could bake some shading into a texture but it's going to look weird

#

are you actually GPU limited?

hazy trail
# hushed dirge are you actually GPU limited?

I'm pushing the absolute envelope on MAXIMUM objects rendered in DOTS/ECS... I think I can get 5-10 million at 30 FPS, this is when I wasn't doing it well; https://www.youtube.com/watch?v=Ws-7rqluv6w

ECS DOTS lets you have 10-1000x as many poly on screen by unlocking cores. So as more and more people play these games, they'll buy CPUs with more and more cores. Maybe in 6 years we have 1024 cores and stuff, so then we are able to render 1000x-100,000 more objects.

Download ECS examples that you can import right into your UNITY hub, from th...

▶ Play video
hushed dirge
#

If you don't know what is the limiting factor for performance is then you're just guessing what is going to be fast and potentially wasting effort

hazy trail
#

Chat GPT says I'm aiming for the "absolute minimum rendering cost", no shaders, no reflections, even a custom shader that's better than unlit is possible. This type of demo videos makes Unity look good to the public

hazy trail
hushed dirge
#

but do you know why?

marble vigil
#

chat gpt doesn't and cannot know what the limiting factor of your performance is

hazy trail
#

I think with URP, I can get it below 1x my initial, which could lead to 1.5 million things rendered at 30 fps, (in a playable game)

#

I know the limiter, the rendering.

#

I was asking a different question; How do I display an Unlit object yet still show the texture and color... I see many people on youtube using Unlit like this

#

I believe there's an ambient lighting setting

marble vigil
hazy trail
#

Is this true? In the Lighting Settings panel, under Environment Lighting, you can control the ambient light level.

hushed dirge
#

"rendering" covers a dozen different factors

hazy trail
#

Correct redwyre, I'm focusing on my unlit texture rendering like the lit version of it

#

The top is lit, button is unlit in URP

hushed dirge
#

I have told you why, there is no light, therefore no shading

hazy trail
#

So I need ambient light

hushed dirge
#

it will always be one solid colour

hazy trail
#

Not true

#

I see on youtube people having textures n stuff

hushed dirge
#

if you add a texture, sure

#

but ambient isn't going to change anything

hazy trail
#

Red, I believe there's a texture on that graphic, can you review the top correctly rendered lit version?

marble vigil
#

This may take a while so you'll need a thread

hazy trail
#

Thank you Spazi & Redwyre. Back to coding... Tech is tough... You know how to tell time in elementary school digital and analog(This is like knowing coding), but you buy a foreign car and you can't set the clock (This is tech). Knowing how to code isn't the same as knowing someone's tech. I appreciate you guys highly.

#

A game developer's time must be managed between ramming your head against the wall (techs) and getting stuff productive(using the techs you know). It's like intelligence (knowing stuff), and wisdom(using the stuff you know). It's like gathering ingredients vs using ingredients to cook.

violet bison
twin yacht
#

hello i want to learn to make VFX for mobile games , i have some general knowledge in 3D softwares like blender & houdini, just getting into unity

#

what is the standart workflow of making VFX mobile games

#

correct me if im wrong but as i understand the visual effects nodes work only in HDRP?

soft lion
twin yacht
soft lion
sinful gorge
#

Since mobile devices often are GPU limited, I do recommend to use regular particles or shader based effects whereever possible for best compatibility and performance

#

But if something only works in VFX graph, that might be interesting

soft lion
#

Don't really know what kind of difference the graphics library/interface will make but I assume some device manufacturer have created better support for some graphics features for some interfaces on their drivers

sinful gorge
# soft lion Not long ago I saw a post by some unity staff telling that even high end mobile ...

Yeah it is not 100% supported, in the sense they cannot guarantee support and test it internally.
But the hard requirements are compute shader support, which Vulkan definitely has. If a device does not support Vulkan, the play store should not list it.

Personally work a lot with Meta Quest and other VR headsets, so the internal hardware will be the same. So that is easy to test once and then know it works for consumers as well

soft lion
#

Might we worth trying if something essential just isn't possible with the good old particle system but on most cases the particle system is a safe bet

sinful gorge
#

Yeah definitely

brisk dawn
#

Am i dumb or should this be rendering? Cause its not, no sprite appears.

#

Nvm, i figured it out

#

Nvm it doesnt work

#

It works when i manually add it, but for some reason when its instantiated in it doesnt? tf?

winter oxide
#

sorting layer maybe?

marble vigil
hazy trail
#

How do you set up your settings to be like 1996 PS1: No lighting, no shadows, no reflections, no fog. Just Texture and colors?

oblique pier
#

Although, didnt a lot of games back then use fog to hide low render distances? 🤔

uneven path
#

Help how do I turn this into a urp shader

#

I switched to urp and now everything is purple

vivid harness
#

HELLLLLP

#

Been trying to use sequencer but now

#

anytime i try to creat e asequence

#

it breaks and saves gameobjec tnot found

vivid harness
#

this happens for any unity project i open

brisk dawn
brisk dawn
marble vigil
brisk dawn
brisk dawn
marble vigil
brisk dawn
marble vigil
#

in the texture import settings

brisk dawn
#

Alright, thanks, I'll try that

humble ember
#

Is there any easy way to get the Maximum Shadow Distance in URP?

#

In built-in I can do QualitySettings.shadowDistance

#

But in URP im getting a random value

marble vigil
humble ember
#

It's 40, not sure why

humble ember
humble ember
#

i cannot belive that I cant get the active rendering shadow distance

#

Like, i need to make a specific script for each render pipeline to just get that value???

oblique pier
#

RP-specific code is normal

#

Unavoidable in some cases

fast edge
#

why are the textures so squashed?!!?!?

#

i made them using a software called blockbench btw

oblique pier
fast edge
#

alr alr i'll try later thanks for the advice

vivid harness
#

Hey does anyone have an issue wehre seqeunces won't create anything after creating th emaster sequence

#

its seems to have broken and is not working even after i ninstall and reinstall it

#

going a bit insane

ornate tusk
#

I think I posted this in the wrong chat, does anyone think they can help me with it here?

sharp shell
#

Im making a game where players can build maps at runtine and then play on those maps in the shooter mode, im using URP since its gonna be stylized.
My problem is that i obviously cant bake lights for something that doesnt exist and that the players will create, so i cant use mixed / baked lights, only leaves realtime lighting.
But realtime lighting looks very bad indoors / shadows look way too harsh, its like almost black indoors.
Is there a way to get light bounces or better environment light for realtime lighting in URP so that it looks better ?
Please reply-ping with an answer so that i can actually see it (incase i go to bed before someone answers)

zenith prairie
#

idk how to explain it

#

but when i move my camera

#

the decal like

#

flickers

#

and dissapears

zenith prairie
oblique pier
#

You could spawn the decal a tiny bit outwards from the hit point

zenith prairie
#

ok thanks

soft lion
zenith prairie
#

decal

soft lion
#

I don't think decals should suffer from z-fighting assuming the wall is within the decal bounds

oblique pier
#

That being said, @zenith prairie could also just adjust the pivot of the decal bounds instead of moving it out

soft lion
wise minnow
#

helo, im stuck on urp 12. any ideas on how to update to urp 14

open pasture
#

Heyo!

I’m trying to render the world position of a vertex displaced plane into a texture, in order to achieve this I want to use a render feature that renders a particular mesh with an override material without having to use a second camera. To do this I’ve made a custom Render Objects (experimental) render feature that allows me to set a render target, other than that it’s functionally the same.

The issue I have is that the vertex displacement doesn’t seem to apply before it renders to the target texture. If I render it normally and then use a grab pass render feature to blit the cameras render texture it works as expected, but naturally also renders the result to the scene which I don’t want. If I set the depth write to disabled on the regular render objects it also doesn’t displace the vertices before the blit, but changing that in my own custom render feature doesn’t seem to do anything.

Unity 2023.2

hazy trail
#

I was told:

just remove the lightsources
and up the ambient brightness

For PS1 1997 rendering with no light

fickle herald
#

hello, 'Post-Processing' option isn't appearing, I just recently installed the URP, do I need to restart or something?
edit: checked the pinned messages, issue solved.

sinful gorge
verbal forge
#

has anyone work with depth texture before? is it possible to get/create depth texture with some filters? (e.g. i only want to render depth texture for objects in layer "depth")

#

the code i'm working on for more context

public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
    CommandBuffer cmd = CommandBufferPool.Get(nameof(OutlineRendererFeature));
    RTHandle cameraTargetHandle = renderingData.cameraData.renderer.cameraColorTargetHandle;

    // Clear Interactable RenderTexture
    cmd.SetRenderTarget(interactableRTHandle);
    cmd.ClearRenderTarget(true, true, Color.clear);

    // Draw Desired Objects to Interactable RenderTexture
    foreach (var inst in renderers)
    {
        if (inst == null) continue;
        cmd.DrawRenderer(inst, inst.sharedMaterial);
        Debug.Log("Drawing renderer" + inst.name);
    }

    renderers.Clear();

    // THE PROBLEM:
    // Instead of Blitting the Interactable RenderTexture, it should be "THE Depth" of Interactable RenderTexture
    cmd.Blit(interactableRTHandle, cameraTargetHandle, outlineMaterial, 1);

    context.ExecuteCommandBuffer(cmd);
    CommandBufferPool.Release(cmd);
}
fleet orchid
#

so I put a little 2nd camera rendertexture into my game I'm making, and just noticed that I have a whole other DoRenderLoop thing going on, which when I delete the minimap rendertexture (it's a 6464 res no lighting single culled layer) goes away again... makes sense, I guess.... but this 6464 is adding an entire ms, very almost the same as my entire full game render screen covered in shaders, far higher res etc. Is this expecte behaviour? Can you just not even use a tiny rendertexture? Is there anything I can do to get around this?

opal plover
#

I've got a material/shader that I apply to units in a custom layer by adding the material in the AfterRenderingOpaques event. Works great - but I'd like the shader to have a custom value per unit. Currently they all share the same value in the material.

How can I do this? Do I need to just add the material (manually) to all objects and change the value of the copy (via script)?

ruby marsh
#

hey, I would like to have some text/stickers on this fire extinguisher of mine
I know stickers can be achieved by simply using decals, but I have no idea how to make sort of "decal text"

#

e.g. use TextMeshPro as decals

fleet orchid
oblique pier
queen bronze
#

just using decals for an object that always has the same text is not a good idea

ruby marsh
#

best one could be dynamic, but I'll do with baking

queen bronze
#

then create an image with text in your image editor of choice and UV map it using blender / maya. For such a simple shape UV mapping should be fairly trivial and a good learning task

ruby marsh
#

ah, okay, I overcomplicated again

ruby marsh
#

do they produce a lot of overhead? haven't used them yet

queen bronze
#

depending on your usecase it would be totally fine but especially if you want your object to move or have many instances its not a good idea to use decals

#

and just UV map it would be the standard way

ruby marsh
#

okay, thanks for the info!

opal plover
# oblique pier Does this help? <https://docs.unity3d.com/ScriptReference/MaterialPropertyBlock....

Hm, that's how I normally set my properties on a local or shared material.. I didn't know it could be used on the URP pipeline materials.. It does say "it will result in a drop in performance" and I've already got an issue with that (likely low hanging fruit to fix but I haven't bothered yet.. I actually think it might be my implementation of pathfinding but all things in due time). I will probably just do the local material approach since I'm a dinosaur and like having things under my control a bit, given two options

deep skiff
#

Does anyone have the source for the built in "Render Objects" render feature?

#

I've got it mostly working for my needs but I need to tweak it slightly and would like to avoid rewriting the whole thing if possible

dry willow
deep skiff
#

Thanks, will check there!

#

Yep looks like this has it all, thanks.

vale jacinth
#

I’m looking to use Unity for Apple macOS GameDev, and was wondering how I could I introduce native macOS MeshShader into the URP?

past thunder
#

anyone here

#

that knows about the renderer

#

and the render features

modern oracle
#

converted everything in my project form brp to urp and most things went invisible, help!

#

the objects are still there just the textures are gone

#

the textures are still applied to the object and in the file explorer just not showing up in the scene at all

light slate
#

does URP dynamic resolution (ScalableBufferManager.ResizeBuffers(...)) support upscaling filters? i have FSR selected in my render pipeline and it works with the "render scale" setting there, but if i set render scale to 1.0 and use ScalableBufferManager.ResizeBuffers instead i get nearest-neighbor filtering instead of FSR

sinful gorge
gilded mantle
#

Hello everyone. I've been trying to apply some post effects to UI, but i can't seem to find any good way to make it. Works "fine" in built-in render, but in URP stacked camera affects base camera with post-fx for some reason. Changing stack order results in world obstructing UI. Any suggestions?

gilded mantle
#

...i was trying to make UI look like old terminal, maybe there's much easier way around idk...
bloom and lens distortion looked easy to make

indigo knoll
#

looks nice

marble vigil
marble vigil
#

Unity 6's Alpha Processing feature would be required to mask post processing out from layers below

wraith wind
#

So I got an odd problem I ran into. So I'm trying to use a texture to make an object only be visible in a 3D space. I use a circle and I end up with a lopsided square.
To achieve the effect I made 3 rotations of the texture and clamp them to each other.

#

Any ideas on how to make it a sphere?

modern oracle
#

I converted my brp project to urp and only objects that were in prefabs are visible, help

coarse tangle
#

Why is it that adding screen space shadows to my URP profile doesn't seem to actually activate them?

#

two screenshots, one with screen-space shadows disabled, the other with them enabled. the result is the same.
i've also tried forward+, and deferred modes, but all looked exactly the same.

#

(the colors on the building scroll)

ebon karma
fierce anvil
patent stone
#

Pretty sure that this is the right channel for this.
Why does my gameObject look like this in the scene view? i recently upgraded a urp so that i could do emission

marble vigil
drowsy hinge
#

This is probably a dumb question, but in the Unity 6 Preview URP, how can I simply just render a basic unlit shader to the camera?

marble vigil
drowsy hinge
# marble vigil What do you mean by "to the camera"?

so i have an unlit shader i made and i want it to be on the camera, if that makes sense. Im very new to shaders, so i am unsure how to do this. Previously in built-in, i would just just use OnRenderImage along with a Graphics.Blit to do this. However, i have since switched to using URP and have also switched to using U6 preview. I think i need to do somehting like a "render feature", but i have no clue how to do this.

drowsy hinge
marble vigil
drowsy hinge
marble vigil
coarse tangle
marble vigil
coarse tangle
#

i should've taken a shot with shadows turned off for full reference

#

but the roof is untextured. whatever detail you see on it is from the shadows

#

so i think that 'screen space shadows' is something of a misnomer in that the technique it usually refers to is what unity seems to call 'contact shadows' in HDRP.

#

and i am bound to URP for my project

marble vigil
#

I'm not sure what kind of change you're expecting visually
Your shadows seem very faint and extremely low relative resolution

marble vigil
#

URP's screen space shadows is different, and not meant to cause any visual difference

#

To render screen-space shadows, URP requires an additional render target. This increases the amount of memory your application requires, but if your project uses forward rendering, screen-space shadows can benefit the runtime resource intensity. This is because if you use screen-space shadows, URP doesn't need to access the cascade shadow maps multiple times.

#

The Screen Space Shadows Renderer Feature doesn’t affect how shadows look.

coarse tangle
#

yep. that's a poorly named feature. thanks.

patent stone
ornate tusk
#

So if I didn't want my scene to have these kinds of shadows from the directional light, how would I turn them off?

patent stone
ornate tusk
#

That's already set to no shadows and I'm still getting that highlight into shadow line

#

I basically want them to look lit from all directions no shadows

#

I'm using a full screen shader that is handling the lights for me but I get the soft shadow from the lit material and the hard shadow from my full screen cel shader

#

For example, this is the basic unlit shader using my fullscreen pass

#

Then once you make it lit it gets that nasty shadow through the middle

#

Now the obvious answer is to make them all unlit but then I wouldn't get emissives

patent stone
umbral bison
#

hi i build the same project once without GPU resident drawer feature and once with, the one with the feature enabled has ~15 fps less, isnt it supposed to increase FPS? both URP, literally the same proejct, once with the feature on and once with it off

soft lion
# umbral bison hi i build the same project once without GPU resident drawer feature and once wi...

Assuming you got it to work in the first place, it's still not that simple. It is indeed supposed to improve performance but it all depends on your game. Let's say you had empty scene with nothing in it, draw call optimizer will obviously not increase your performance if there was no draw calls to optimize. It might just end up wasting resources trying to find things to optimize when there's none or little. Afaik GPU resident drawer is just a form of GPU instancing meaning it is useful mostly in large scenes with lot of similar objects in it

#

Same way you can't expect occlusion culling to magically improve your fps if you only have one huge detailed mesh in your scene which isn't split into smaller pieces. What happens to your FPS will depend on how much there is to optimize using the optimization method and what is its cost relative to its benefit

marble vigil
umbral bison
# soft lion Assuming you got it to work in the first place, it's still not that simple. It i...

I understand, in my test scene i had a huge terrain with a bunch of drawn on grass, trees plants and rocks, and a bunch of handpalced objects.

From my observation the feature lost me 15 fps like I mentioned, in what could would this not happen?
for example, if i had more variet objects so gpu instancing would be less effecient, GPU residentdrawer would help in that scenario then?

soft lion
umbral bison
#

about 90/10, 10% handpalced id say

soft lion
#

I think the terrain system is already heavily utilizing GPU instancing so the resident drawer might not be able to help on that but if you have a lot of instances of the same mesh as a gameObjects, the resident drawer should be able to optimize those draw calls

fair yew
#

I have an odd issue with Forward+. It seems to be culling some of my meshes based on distance even when visible, and no occlusion culling enabled. Doesnt do this on all meshes and i cant see much difference other than size between them. Does not do this on Forward or Deferred. On Unity 6 .21f. Anyone seen this?

fair yew
umbral bison
#

every few sec i get a huge lag spike, might be unity 6 related since it didnt happen in the earlier version, using urp

#

sometimes its just editorloop, no child, 213mc, empty scene, still stutter

#

enabled deep profile, now its fixed , even with deep profiling off

#

wtf, restarted editor, issue is back

tranquil narwhal
#

sup gang

#

I started this project out as a 2D URP

#

but I decided mid project I want to use 3D objects

#

I see my camera's renderer is "Renderer2D"

#

but I don't have another option for it, neither know how to create my own renderer

#

halp plz

#

my 2d objects are always on top of my 3d ones

#

plz tag me for response

tranquil narwhal
marble vigil
tranquil narwhal
#

do you know which one it is?

#

btw these that are always on top, are sprites

marble vigil
tranquil narwhal
#

yeah... more than a few

#

not sure which one it is

marble vigil
#

"Configuration"

marble vigil
gilded mantle
#

Hello everyone. I'm looking for a way to make my UI look like... well, this. old monochrome display-style.
Slightly lens-distorted, bloomy, with various shimmering lines and stuff.
I'm new to URP and don't know how to make it properly, post-effects seems hard to apply to UI only.
Shader graphs? render texture? ways i don't know of?

errant vessel
#

Hi guys,
I just upgraded my project to Unity6, but that made my custom universal rendering pipeline script to be broken.

Is there anyone who master on this topic?
I need help to refactor the code so that it works on Unity 6

My custom universal rendering pipeline is from this page:
https://github.com/Unity-Technologies/UniversalRenderingExamples

karmic iron
errant vessel
karmic iron
#

On the topic of Render Graph - trying to get compute shaders working for Post-Processing in it, but not sure if that is possible? According to scripting manual, I need an output buffer, but all I actually want is some TextureHandle references to pass around.

Trying to run my compute shader render pass that just uses TextureHandles and has no OutputBuffer, I get a debug output from RecordRenderPass but nothing shows up in the Render Graph Viewer, it kind of silently doesn't seem to run.
Edit: Got working

sturdy spear
#

Anyone work with depth textures recently? I can't seem to get anything to work

kind junco
#

Hi there. Idk if I am in the correct discord channel. But I have an issue with my 3D model and the material/texture. I downloaded the tree model from the web and it came with leaf textures. I added the .png's to the Base Map and Normal Map but the alpha channel isn't working properly. Any idea how to fix this? Thx a lot.

ebon karma
pliant vigil
#

anyone know why when I change the name of a render feature it gives a NRE?

#

this is a fresh project for testing, the only shenanigans is that I converted it to android to test if this all works on android, and then back to windows

#

then I restarted the program

#

I tested various things and only the renderfeature name is throwing NREs, none of the other options are

#

very odd behavior

pliant vigil
#

tested it by restarting unity, it saves the file just fine

#

so no idea what that's about lol

lament iris
#

I have some 3d components in my scene that never move, and my camera never moves. Is there a way to bake the render or only render those parts once to improve performance?

lone lantern
#

Hi, im wondering how i can make textures tile, but not stretch in URP?

soft lion
lone lantern
#

like in probuilder, when you scale the objects, the texture stays the same size and just repeats, but im not using probuilder

soft lion
# lone lantern like in probuilder, when you scale the objects, the texture stays the same size ...

It's up to the UVs to decide how the textures will get placed on the object. Probuilder maps the UVs in a way where the effect you are describing happens. You can do the UV mapping/unwrapping in whatever modelling software you are using. Especially if you are procedurally generating the mesh, you may want to take a look at triplanar mapping shaders which don't rely on UVs but rather the normal and position of each fragment

lone lantern
#

ok, thanks

modern oracle
#

I tried to convert my BRP materials to URP but everytime I do it the objects that don't have the icon in the image attatched turn invisible, please help

stray jasper
#

Im using unity 2D URP and im trying to create a custom render pass that creates a render texture that i can then use inside my shader graph shaders. But i have a few questions:

  1. All my sprites have to be on the very same render layer because we use Y-Based sorting. I have 2 types of objects - Trees and lights. Now, my render texture is supposed to be a mask for the lights. So my idea was to draw everything to the texture, where the trees just put '1' in the R-channel and the lights put a '0' in the R-channel. Is this possible to do with a custom render pass?

  2. How do i correctly set the render taget? I currently use this:
    ConfigureTarget(renderTexture);
    ConfigureClear(ClearFlag.All, Color.clear);
    but in the frame debugger, i dont see the correct RenderTarget

lament iris
#

I also fully generated lightmap uvs for everything here

nova bear
marble vigil
soft lion
#

I'd also say it look a lot better

hearty pine
#

Can someone explain shader stripping to me?

#

Like why do you need to do this. I don't remember built-in taking so much time to cook it's shaders compared to urp

#

What's different technically speaking and why do you have to exclude your shaders manually as opposed to depending on target platform build and existing materials in project

hearty pine
#

Dead chat rip

sharp chasm
#

How much shaders do you have in your project? As far as I understand variant generation, it makes variants for every possible keyword combination, so the difference may not be noticeable if you have just a few shaders. But I may be totally wrong, if so a slapindaface would be appreciated

#

And compared to BRP, I guess urp adds a bunch of additional keywords

hearty pine
#

I'd guess around ~50? The cooking time was several hours, up to 5 if I'm not mistaken. The progress bar and time estimate would just keep increasing so I left it overnight

sharp chasm
#

omfg thats hella lot of time.

hearty pine
#

Like there are millions of variants

#

I'm reading it right now and people are building for literal days

sharp chasm
#

does StripUnused help? ik the only chance to check it is to actually build 2 times with different settings but have no other idea how to check if its because of variants

#

pure logic suggests that's it

hearty pine
#

I'm gonna look into it and in general I'm reading up shader stripping right now

#

It still seems so weird to me

sharp chasm
#

or maybe you're using lots of inlined shader functions, inlining can increase build time according to internet, but idk how big is the impact

hearty pine
#

The implementation of URP really just seems to be not very good. I can't think of another render pipeline or engine that performs so poorly without manual intervention from the user

#

Afaik this isn't an issue with built-in or HDRP

sharp chasm
#

afaik URP is basically a default template setup for SRP, but imo these sick build times indicates that they made something really wrong with it xd
and writing srp from scratch feels too much hassle to just decrease that build times

#

anyways, im probably not the best person to ask about urp under-the-hoods so i'll let pros elaborate

hearty pine
#

I don't think most people even know this channel exists

sharp chasm
#

Conclusion - don't use urp thinksmart
Jk, unfortunately there's no support for ECS in built-in. Also I've read somewhere that urp has to be setup carefully to not harm performance. Feels like these two things kinda conflicts with each other

#

I'm starting to think that urp is just a reference to jump into writing srp

marble vigil
# hearty pine I'm gonna look into it and in general I'm reading up shader stripping right now

In my experience the two biggest causes is having a lot of rendering features enabled (which by default are) as listed here: https://docs.unity3d.com/6000.0/Documentation/Manual/urp/shader-stripping.html
As well as having a lot of different shaders/materials
Often I end up with a lot of clutter when testing various things so it's often quicker to make a new stripped down project to import the necessities into as a .unitypackage for building

hearty pine
#

I wish they actually explained what some of those features do so it's easier to know if you can disable them

#

Fast sRGB to linear conversion, Accurate G-buffer normals, Render Pass and Additional lights specifically

marble vigil
#

Additional lights are any punctual light components besides the directional light, that one is not clearly explained there

floral raft
#

guys please i need help

#

i had some materials which where pink, i decided to install universal render pipeline to convert the assets, i did that now most of my project is pink and i don't know how to revert

dreamy stratus
floral raft
#

thanks

#

i'm restarting

vast panther
#

Is there a way to convert materials back from urp? I want to move to the usual post processing

manic nacelle
#

Hello! Why does my lighting look like this? is there any way to get it smooth without all this jagged noise?

marble vigil
manic nacelle
tranquil narwhal
#

^ sup gang, after that~ Not sure if this is the correct channel for it

#

I have post processing, but even when disabling it they still blur out on distance

#

everything is unreadable at distance, how should I work that out?

#

the card description or stats are very blurry

tranquil narwhal
#

plz tag me for reply

#

I tried playing with these but still no luck

marble vigil
manic nacelle
marble vigil
#

You can improve it by enabling bilinear or trilinear filtering and/or increasing aniso level
The result will be less distorted, but it will be blurred that time

tranquil narwhal
#

what about the text?

#

it's a text mesh pro object

#

is there any way I can make the text look sharp?

#

like it does when in the canvas

marble vigil
# tranquil narwhal what about the text?

Iirc TMP text should be antialiased pretty much in all situations by default
So I guess something else could be wrong
Make sure you're previewing the Game window at 1x zoom when testing for this

tranquil narwhal
#

yup

#

I tried in build too and it looks blurry

#

it's okay if the card texture/description image is not 100% readable

#

but I would love for the TMP to look as sharp as possible

#

I think I figured it out, I changed the TMP material from

#

Distance Field --> Distance Field SSD

#

and it's a lot sharper now

#

👌🏼

tranquil narwhal
umbral harbor
#

Does anyone know if/ how it is possible to customize/inject into the URP lightmapping algorithm?

If it isn't possible, is there some way to view the lightmap algorithm source code?

Currently running into the problem of baking toon lighting, and I might be able to pull some shenanigans with a meta shader pass (which, correct me if I'm wrong, just changes how a surface looks to the lightmapper) if I know how the lightmapper works in detail and editing it isn't an option.

cloud scroll
#

i have thousands of windows that i want to light up... on a building.. the windows all share the same mesh data and material. Whats the best method for doing this? I've tried... static batching, material property blocks (which i think the docs say, not to use because that breaks batching), instancing... i have yet to try a shader because im not exactly sure how to turn them on/off using that method...
..can someone point me to a good idiots-guide-to doing this?

karmic iron
marble vigil
cloud scroll
marble vigil
#

It often beats gpu instancing in efficiency also, in scenarios that are impossible for gpu instancing due to different materials

cloud scroll
marble vigil
#

It's a bit of a pitfall since SRP batcher quietly made most of unity optimization guides made so far more or less obsolete

cloud scroll
#

so it's gone from 'not great fps' to 'better' -- so im happier, since it looks worse lol... but i'll read that and work out where i'm going wrong cheers

marble vigil
#

There's still a lot of techniques for optimizations, but you have to be analyzing different metrics than draw calls

cloud scroll
#

..you know what it's fine, its improved.. it still works, im happy.. i'll just keep plugging away and read what you've linked (ive probably read it twice already) and maybe ill be back asking more dumb shit. cheers

marble vigil
#

Use analysis tools like GPU profiler and frame debugger
You'll want to do profiling in a build when you need accurate data

#

There are external GPU-specific profiling tools also that can produce more accurate breakdowns than the unity editor can
But mostly you just need to understand how much stuff you're rendering, how long it takes and what rendering features you're using and then measure their rendering cost

cloud scroll
steep chasm
#

Im looking for a way to render a TMP mesh in front of my other 3D objects - I found a few solutions describing something of this sort but I dont see how to translate this to URP - at least Im assuming me using URP is the reason these camera settings dont show/look differently for me

marble vigil
steep chasm
marble vigil
#

If your text is on that layer, and you set the Render Objects to render it after transparents, it should appear in front of everything

#

Just be sure to disable that layer from Renderer Layer Mask if you don't want it rendered before the Render Objects renders it again

marble vigil
umbral harbor
# marble vigil Unlikely to be possible How would you edit it anyway? Toon lighting isn't usuall...

Right now, I am planning to mostly be simplifying stuff a lot. I don't really care too much about the extra detail that can be provided from lightmaps, I just want to reduce the number of dynamic light sources in my scene. I have made a toon lighting shader that works with multiple light sources for dynamic lights, and I essentially just want to be able to bake the diffuse from that shader into a lightmap.

steep chasm
steep chasm
#

I seemed to have gotten it to work in some way - the text now always renders on top the 3D object it's a child of, but not other 3D objects

marble vigil
steep chasm
#

yeah no all that I got working

steep chasm
marble vigil
#

Right now, I am planning to mostly be

normal sparrow
#

would URP be the preferred renderer pipeline for WebGL from unity 2022+ or would that still be standard pipeline? For performance reasons? I thought the performance is pretty close from 2022+?

marble vigil
normal sparrow
marble vigil
# normal sparrow Thanks a lot, birp? Is that the pre-urp one?

BiRP meaning the built-in render pipeline that the project has if no scriptable render pipeline is installed
It's not the "standard render pipeline" since it's no longer the standard, despite being default
And it'd be too ambigous with the SRP acronym

digital plaza
#

(Forward+) As of right now, a custom RenderPass of mine uses CommandBuffer.DrawMesh. My issue is that the mesh gets drawn to every camera in the scene, including overlay cameras that are a part of the main camera’s Stack. Is there any way to limit the cameras that the RenderPass renders the mesh to?

pliant gull
#

Hi, I bought this asset pack (image 1) but none of the materials seem to work or show up (image 2 and 3(pink ones don't have material at all but the grey ones do)) is there anythIng i can do to make this work again without refunding? I used the same editor version on the thing (unity 2021.3.35f1) and URP but it still doesn't work and their discord server is dead.

Thanks in advance.

#

(and for the grey ones it wont let me change this)

sour nest
#

2021.3.44f1 if it helps

#

URP is installed and enabled

sour nest
#

Tried to convert it using the winodw

#

and it broke

#

so I'm "rebasing" (in git terms) to a URP project and moving my game inside

#

I haven't touched settings so I should just need to copy my scripts and assets over

tranquil narwhal
#

sup gang

#

you got this my friend

#

I have "OnMouseOver" on my card objects

#

and buttons on my canvas

#

when I try to press those buttons, it prioritizes the "OnMouseOver" of the cards and drags them around

#

which closes my menu

#

I would like for my Canvas to block whatever is behind it

haughty garnet
tranquil narwhal
#

nice

#

what should I do then?

#

put a....

OnMouseOver()
{
if (IsPanelOpen) return;
//Do card stuff here
}```
haughty garnet
#

Otherwise yeah, need to check against each raycast selection

tranquil narwhal
#

they're 3d objects, not in canvas

#

the one I'm using mouse over on

tranquil narwhal
#

I wonder what camera I should use in that case

#

I want a camera that I can move with W and S

#

that goes from point A to B like in the curve there

haughty garnet
#

which if true means it's over UI elements despite the very vague method naming.

carmine gyro
#

Hello, I'm experiencing issues with a certain shader which uses URP. It's called Saturate, and it glows an object to be white when set.

The problem happens when URP ignores the alpha channel (and even dyes the alpha areas red). This doesn't happen in Scene, only through the Camera.

Here are images of the shader (which works in another project flawlessly) and the images of the object using the shader in question:

#

Thank you for your time.

sinful gorge
#

Or is it an UI shader?

carmine gyro
#

unfortunately I don't see anything for it in my pipeline asset's settings. I tried looking in both places:

sinful gorge
#

Ah then that's from a more recent version. But contact the asset developer, as this is an issue with their asset @carmine gyro

#

That probably gets a better response

carmine gyro
#

oh alright

#

thank you!

north glen
#

i want to get my transparent roof to affect the lighting inside the house, i make the roof material transparent and the light travels right through!, how do i get the transparent model to affect the lighting inside? i have made the alpha 200

sinful gorge
north glen
#

?, how would that affect the lighting?

#

on the floor?

tranquil narwhal
#

let me try it again

#

it was always returning false or true, I don't remember

#

I was too sleepy xD

tough burrow
#

I'm trying to use a few decals on my game, but they seem to be very transparent, even though (I think) I haven't messed with the decal shader, is there something I missed that could solve that? (opacity is maxed out, btw)

vagrant jackal
#

It seems that post processing is working different in Universal Render Pipeline compared to the built in version. How can I make certain objects be effected by the Volume framework? For example only make certain objects glow

halcyon kraken
vagrant jackal
#

One solution would be to increase "threshold" under the "bloom" effect, so objects only glow if they emit more light than the threshold, but its not ideal

halcyon kraken
errant cloud
#

Hello,
Not sure where this question should go exactly, but has anyone managed to get Billboard-type shaders to work with quads displayed via the BatchRendererGroup API?
I'm guessing there are some shenanigans due to how BRG handle Transformation Matrix data per instance, which Billboard-type shader need to manipulate, but I'm not sure how to fix it.

plucky sapphire
#

Hello,
i have a few effects that could benefit from having a texture with all the sprites drawn so far, but only in specified sorting layers.

Is there a way to write sprites to separate texture, e.g. separate the textures per sorting layer?
current sorting layer texture only uses foremost sorting layer, while i don't want to use the far background layers. also would like to use the texture with whatever is drawn to it so far

Thought i could do it with CommandBuffer but seems they dont work in URP

Thank you in advance

vagrant jackal
halcyon kraken
opal pine
#

How can I achieve an outline effect on certain objects? Like how unity outline's selected objects in the editor?

vagrant jackal
# halcyon kraken Nice, I'll give this a try. I am guessing you used layers to choose which object...

Yes, first I added a second camera to the main camera and positioned them so they overlap, maintaining a fixed relative position to each other. For the second camera, I set the Culling Mask to only render the "Bloom" layer and did the same for the Volume Mask, ensuring it only affects the "Bloom" layer. I also set the camera's Render Type to "Overlay" and added this overlay camera to the main camera's settings. For the main camera, I reversed the process by excluding the "Bloom" layer from its Culling Mask so it renders everything except that layer. Lastly, I assigned the objects I wanted to have the bloom effect to the "Bloom" layer. To apply the effect, I created an empty GameObject, added a Volume component to it, and set its layer to "Bloom."

halcyon kraken
vagrant jackal
#

nice

whole raft
#

Hello, does anyone know why in Unity 2022.3 and URP 14 the decals may be working in Editor but not in Build ? (with Screen Space)

brazen ember
#

does anyone know how to make an unlit color material transparent?

marble vigil
brazen ember
#

i have an unlit color material with an alpha set to 0.5 then set it to a mesh renderer and its not transparent

#

any idea why?

#

Settings for the mesh renderer

iron compass
brazen ember
#

yes

iron compass
#

You may want to try making screenshots on that pc directly.

#

Also there is no mesh on that object you are showing and all other settings make no sense either.

stable island
#

Hi I want to outline a selected object in the scene. I am guessing the easiest way is to render that item into the stencil buffer and use a post process to outline? It may have semi transparent elements which should be solid for outline. However I have never used the stencil buffer before!! Anyone seen examples of this or a better way to do it?

#

or maybe it is command buffers actually... or render pipeline :/

iron compass
# stable island Hi I want to outline a selected object in the scene. I am guessing the easiest w...

The easiest way is through a saturated blur effect as exemplified here. This is only recommended for thin outlines (1-4 px). More complicated techniques for thick outlines exist (google). https://github.com/Arvtesh/UnityFx.Outline

GitHub

Screen-space outlines for Unity3d. Contribute to Arvtesh/UnityFx.Outline development by creating an account on GitHub.

stable island
iron compass
fleet orchid
#

what's the way to find out what is taking the gpu render thread time? I guess I want something like for the CPU where I can see how many ms what things take.... I know of the frame debugger but so far as I can see that doesn't say which call is taking the time...

hearty pine
#

Wow this channel is dead dead

#

Anyway if anyone knows how to use EnqueuePass in a similar fashion to old command buffers and set the queue please let me know. Specifically similar to how you'd set Rendering.CameraEvent.Before/AfterSomething to get it to draw in correct order

#

Alright I found it

dry willow
hearty pine
#

You need to modify the built-it property of your custom render pass (type ScriptableRenderPass)

#

customPass.renderPassEvent = RenderPassEvent.BeforeRenderingOpaques;

#

Right after your create it and before you enqueue

#

I should put all this obscure information in a blog or something I swear

floral sundial
#

What can cause this black line flicker? it happens every few seconds (im using URP)

marble vigil
#

For example by dividing by zero

floral sundial
marble vigil
#

Kind of looks like it could be the skybox shader rather than any object but it's hard to tell when the video's fps is less than one

karmic iron
noble stirrup
#

Hi, my friend with an rtx 2060 keeps trying to bake a lightmap, but either unity crashes or his entire gpu crashes. His gpu is fairly new and can play many games well. These are the lightmap settings

#

it is a fairly large scene so im not sure how to go about baking it

strong aspen
twin mulch
#

Im getting 20FPS higher ( lower CPU ms as well ) in deferred pipeline vs forward + in the new fantasy kingdom sample, despite the new GPU resident drawer cutting draw calls and triangles... Is this to be expected?

clear goblet
twin mulch
#

MacOS in editor, M3 Pro @clear goblet

clear goblet
#

That would be kinda expected I would say.

twin mulch
#

How about your side? Is GPU resident drawer giving you better CPU ms? @clear goblet

clear goblet
#

I worked on the project and GRD gave us better cpu ms across all platforms. Deferred was never a consideration since of the mobile requirements of the project.

twin mulch
#

Guess, I should be looking forward to Deferred+ next year 😅

clear goblet
#

Keep in mind that deferred is not always better than forward.

twin mulch
#

Will all these still work in the new unified pipeline anyways? Unity 7 seems like a big jump

clear goblet
#

I would hope so ☺️

twin mulch
#

Hope so too! Looking forward to it, many popular and big features

meager sedge
#

is there a way to make the shadow caster 2D component follow the shape of my character more closely when using sprite renderer as the casting source?

strong aspen
noble stirrup
#

please explain, im new to unity lighting and videos arent helping

noble stirrup
noble stirrup
#

hello, how would i fix this?/

digital pewter
#

im making a 2d platformer, when i run it in 4k its giving me 20-30 fps, is this supposed to happen considering its a 2d game

thorn lake
#

Does anyone know if webgl build supports URP decal projectors? Desktop build looks fine but can't see the decals on webgl.

#

These kind:

haughty garnet
#

because they do work

thorn lake
#

Thank you!

soft lion
echo fractal
#

I really need your help. I migrated to Unity 6.

I use 2D and 3D and URP, before Unity 6 :

  • When moving to the front of a sprite, a trigger put the player behind it physically, so the sprites was upfront him, he was hided by the sprite.
  • When leaving the trigger, he's at the start position, so he's no in front of the sprite

After Unity 6 I noticed that moving physically the player don't work anymore, the only way to put him in front, is to change the Order in Layer to negative, but the sprite will always be behind the player, even if he's physically behind that sprite. Do you have any idea ?? Here's what I need to replicate! Thanks!

twin mulch
clear goblet
#

How are you measuring the fps ?

twin mulch
#

Unity Stats

clear goblet
#

I never trust the game stats panel with SRP’s if you press tab a stats panel in the project should open up

#

Also having scene and game view open at the same time muddles the stats

twin mulch
#

I gtg for now be back in a few hours sorry

solar patio
#

Hi, I'm new to URP (used builtin a lot) and I was looking for a blur effect on UI and not 3D or on screen space overlay type. I tried tutorials and other free assets but they are all not working.

mystic delta
solar patio
#

Right now I'm using depth of field for blurring out

#

But I was looking for something that blurs the UI as whole or parts of it

#

Like if I add a material to an image it blurs (I have a similar asset in builtin)

noble stirrup
#

hello, why is this grey cube that represents asphalt not getting lit?

twin mulch
clear goblet
#

Does the gpu tine increase ?

twin mulch
#

GRD on holds steady ~ 1ms GPU time

clear goblet
#

Those timings are way too small. Submit a bug report maybe something is wrong with the mac platform or Metal drivers or something

twin mulch
#

Its uploading the bug report now

#

Yeah, but regarding Unity on Mac, performance has been excellent thus far @clear goblet if GRD boosts it even more, that would be amazing

naive holly
#

Hello, I switched to Unity 6 LTS yesterday, and I was wondering if anyone also had an issue when having 2 cameras in a scene, it works perfectly fine in the editor but on the Windows build after the Unity splash screen it stays on the splash screen background color... The scene seems loaded though, there's sounds and everything seems to work but there's nothing visually, just a gray uniform background

cunning surge
#

hello, I was trying to learn render graph stuff with the urp samples but for some reason its not working properly. the BlitWithMaterial Render Feature when set to afterRenderingPostProcess render event doesnt work or show up in the frame debugger but when set to after rendering transparents or earlier it works fine and shows up. the render feature by default is set to after rendering pp. anything set to before rendering pp or after pp seems to not show up in frame debugger. I am sorry if this is something simple or known, please help out if you know.

#

is this happening because of how render graph can choose what to run and what not to for optimisation?

#

I have the blur render feature example from unity too and that runs fine and shows up in most events except for something like after rendering

sinful gorge
hoary hornet
#

Is it possible I accidentally deleted something important? I'm trying a shader tutorial and everything works great until it turns into this pink mess and that's what shows in game despite looking good until then.

#

I figured part of it out.. It's because I have nothing here. If I add it then this shader works and literally nothing else does.. hmm

cyan talon
hoary hornet
#

I just copy/pasted a shader that is working and rebuilt it from there. Game releases Monday.. lol 😅

feral cairn
#

Any thoughts on how to start converting this into the new format using Render Graph?

feral cairn
maiden depot
#

I am having a problem with lens flare for SRP. If I use Allow Off Screen, flare will "clip" through the walls, when it is slightly off screen, even though there is clearly a wall between camera and flare. I tried to experiment with occlusion settings, but couldn't get it right, can someone help?

stone mesa
#

Hi, im kinda new to Unity, done a few projects. I have a problem with Synty fantasycharacterhero and unity 6, it says that the asset is compatible with URP but when i try to use it in unity all the textures are magenta

#

when i import the asset i get alot of these messages, "A polygon of Mesh 'Chr_Hips_Female_06' in Assets/PolygonFantasyHeroCharacters/Models/FixedScale/ModularCharacters.fbx is self-intersecting and has been discarded." do i need to somehow allow self-intersecting in my project?

naive holly
sinful gorge
naive holly
#

Okay I'll do that

placid escarp
#

It happens randomly in certain meshes from certain positions and angles, already checked normals, z fightning, camera culling settings, but i think its nothing about that because it happens randomly to certain meshes

sinful gorge
keen willow
#

I have a main camera and a camera that gives me Bloom. I want to put pixel perfect camera components in here, but I have 2 cameras, so it doesn't work, how do I solve it?

placid escarp
#

@haughty cliff

#

There is a light limit with deferred lightning?

sinful gorge
placid escarp
#

I have a lot of lights, but camera has a really low max distance of rendering (Rooms are really small) like 70 lights approx
No screen space effects running rn, unity up to date yes,.

#

i temporarily just solved it by activating GPU Instancing in that material, maybe its showing up again because its non sense lol

maiden tundra
#

What causes this type of noise? Both in scene view and game view.

soft lion
maiden tundra
#

Maybe this is clearer. The gray is the floor and the brown is a wall, perpendicular to the floor. SSAO sounds about right.

soft lion
#

Being a screen space effect it's working with very little information and is prone to many artefacts. The default settings may not work very well on your specific case so might be worth playing with

maiden tundra
#

Default size cube and sphere also has the effect. Turning off SSAO did indeed solve the issue. Thanks!

soft lion
maiden tundra
#

Yeah setting the quality to high made it better. I'm new to URP, so I just had to get accustomed to where to find the settings for it. Thanks for your help 🙂

autumn cobalt
#

Anybody have any idea why im having issues trying to get multiple cameras to work with Unity 6 Render Graph enabled? I upgraded my project to Unity 6 and am trying to get Render Graph running (I had never wrote any custom passes or anything, so I figured it would be pretty simple). Anyways now im getting a grey screen and these errors if there are multiple cameras in the scene. I need multiple cameras in my camera stack for overlaying the held item and other stuff like that. Even if I just put a normal camera in as a second camera (not an overlay camera) it is breaking, but when I disable every camera except the main camera it works fine.

#

I got to thinking and was like "hmm seems like it would be anti-aliasing" anyways disabling anti-aliasing in my Render Pipeline asset fixed it

#

which is strange

sinful gorge
pale roost
# autumn cobalt Anybody have any idea why im having issues trying to get multiple cameras to wor...

I built the game with Anti-Aliasing (MSAA) enabled in the PC_RPAsset, as well as Anti-Aliasing (SMAA) enabled in the Main Camera. After building and launching the game, I experienced the same issue.
It turned out that the problem was caused by a conflict between the two anti-aliasing methods. Disabling MSAA resolved the issue.
This might not be directly related to your situation, but I hope it helps.

ebon quartz
#

Hey guys what could be causing this Z-Axis aligned reflection/highlight on all my materials?

autumn cobalt
#

this does kinda suck though because now I just dont have anti aliasing

#

wonder why im getting this when im not even using TAA

sinful gorge
autumn cobalt
#

yes

sinful gorge
#

Hmm weird

#

Honestly I have no idea without working on the project

autumn cobalt
#

yeah idk feelsShrugMan

#

but its spamming my console and its kinda annoying

#

project will probably end up in the graveyard anyways 💀

marble vigil
autumn cobalt
#

gotcha

umbral harbor
#

I'm having some trouble with shadows when trying to add Forward+ support to my shader. In Forward, I used TransformWorldToShadowCoord to get the shadow coordinate and passed that into GetMainLight in order to get the light's shadow attenuation stored in the returned light struct. In Forward+, this seems to cause issues, as the shadow stretches, squashes, and changes shape when moving the camera. I think this has something to do with me incorrectly handling shadow cascades in forward+, as it only seems to be an issue on cascades higher than 1. I've been having a lot of trouble finding much information on Forward+ shaders, so if anyone has pointers on where to look for how to handle this properly, it'd be greatly appreciated!

ashen rain
#

Hello,

I recently initiated a new project using the Universal Render Pipeline (URP) that includes a terrain and some vegetation.
In play-mode I have observed some kind of flickering, particularly in distant areas, which appears to be related to anti-aliasing. I experimented with various anti-aliasing methods, but the default Temporal Anti-Aliasing (TAA) exhibited the least amount of jitter on my display, although not fully getting rid of it sadly.
Despite adjusting numerous quality and render pipeline settings, I have been unable to identify the cause of this jitter or find a solution to resolve it.
Could anyone provide guidance or suggestions on how to address this issue?

tepid plaza
lethal panther
#

I'm so confused... I got a basic greyboxed level (that I use to test out my player controller), without GPU Resident Drawer, it hovers between 220-250 fps. If I turn GPU-RD on (and the bells an whistles), it dips down to 130-150. Tried with/without Gpu Collusion Culling, SRP Batcher, Dynamic Batching, Static Batching... doesn't really make a difference. Even a brand new project, without GPU-RD : 480-500fps... with it, around 380-430

Am I missing something here? Do i have to set the meshes to some variant of static or something?

signal fractal
#

This shader essentially just replaces the metallic and smoothness input with a 0 if the "Use PBR" boolean is false. My plan is to use two different materials depending on the platform. Will Unity generate a more performant version of the non-pbr version of the shader, or is it automatically optimized, or is there something else I have to change in order to create a more optimized non-pbr version of the shader?

sinful gorge
sinful gorge
sinful gorge
lethal panther
sinful gorge
#

If you can make a bug report the Unity QA team can give it a go. I haven't encountered issues with it yet on Windows

lethal panther
#

Is there some guide that tells you all the options to turn on/off as per Unity's recommendations? There's quite a few options and the URP template doesn't set them.

signal fractal
sinful gorge
signal fractal
eternal hawk
#

Hi, has anyone faced such a compilation issue when building game for release in Unity 6? 😄

eternal hawk
#

(updated from 2023.2 and building on Windows for info)

fierce spade
autumn cobalt
#

I ended up just getting rid of the camera stacks

#

Honesly was good optimization when I didnt really need them

#

I was able to just find way less expensive ways to do what I needed to them for

fierce spade
#

What way is that? i'm curious to see if i can use that on my FPS (i have a camera for rendering the first person model and other for the environment)

fierce spade
#

Thanks, i will take a look

autumn cobalt
umbral harbor
# umbral harbor I'm having some trouble with shadows when trying to add Forward+ support to my s...

In case anyone is looking at this in the future, managed to fix this though I'm not 100% how. Best guess is that upgrading between the unity versions that I did changes some stuff about shader graph when the project is being updated, and I was working on an asset copy and pasted into a newer version from an older version. Copy and pasting everything into the shader that was in the project when it was upgraded fixed things!

signal fractal
sinful gorge
kind swallow
#

Out of curiousity, what's usually the more performant option for adding pixelisation to a game between using the URP Render Scale or using a Render Texture?
Currently, I use the former but may need to use the latter due to a fullscreen shader being affected by the render scale.

kind swallow
#

So Render Texture has the better performance?

#

or do you mean to use fullscreen shader for pixelisation since it has better performance?

ebon karma
marble vigil
# kind swallow Out of curiousity, what's usually the more performant option for adding pixelisa...

I believe render scale is the cheapest, but you're stuck with the settings it gives you
The next best thing is a low resolution render texture, and while you pay the draw call cost of inserting into the render process, you can also freely determine the resolution and aspect ratio, though you may need to create or modify the RT textures at runtime to adapt to different user monitor sizes while keeping the resolution consistent
The least efficient way is to render a full resolution RT texture and then pixelate it in a shader, though with that method you can get absolute control over the pixelization effect and bundle other shader effects with it if needed

stray jasper
#

does 2D URP have a way of getting a Depth buffer that i can access in shader graph?

deft stump
#

Any ideas what can cause this noise on textures? It's way more apparent on the edges of meshes.
URP, the light is mixed

soft lion
slim hill
# lethal panther I'm so confused... I got a basic greyboxed level (that I use to test out my play...

GPU Resident Drawer introduces some flat overhead. So it's expected to have a bit worse perfs on something like an empty project. It should however scale much better when you start throwing stuff in your world. If you continue to see such difference for heavier scenes then that's a bug and should be reported. I would say 250 -> 150 fps is a bit shady.

You shouldn't need to do anything particular to setup GRD. Just enable it from the RP settings, set BatchRendererGroup shader variants to "Keep All" like the engine asks and that's it

slim hill
ebon karma
#

show it

#

it's probably the camera jitter, not the pixels

marble vigil
#

There's no need to crosspost
The root of the problem is that you lack the experience/care to follow the instructions we tried to give